I was also thinking the same thing. I like the open-endedness of the game and the questions it sparks.
arianes
Creator of
Recent community posts
I thought the idea for this game was really creative. Something I would suggest is to align the main text to the left to make it easier to read. I think it would also be fun to include images in the game to visually make it more playful. I really like that you have counters on the side for the resources you have as the character.
Purely because this game is dog-related, it first reminded me of the game and movie called Hotel for Dogs that I watched and played when I was a kid. I really like this game and think its a very cute concept. The visuals are very simple with a hint of playfulness, which I think is perfect for this game.
I really liked this game! I'm not sure if there is a another game that this reminds me of, however it makes me nostalgic over when I would play on my parents' phones as a kid. It also reminds me of movie scenes where the main character picks up the phone to someone they don't know and are instructed by them to do different things. The subject of using a phone feels very relatable as most people own a phone. This relatability is similar to the job interview game as they are familiar to the players.
Making jokes makes this game feel very light-hearted and I like that you don't take yourself too seriously. Why did you choose these jokes specifically. Had you heard them before or did you completely think of them from scratch? The simple design works well to allow the player to think about the play on words.
I really like the graphics you choose for the game and it feels very fitting to the theme. I'm wondering what made you choose to use click interactions instead of keys. I thought it was a really good decision that feels a lot like other computer games I have played that almost exclusively use the mouse to interact. I am also wondering what made you choose this craftsman storyline.
I really like that the player is trying to figure out where they are along with the character. I'm wondering what inspired or motivated you to make the other characters sea-creature-like people? Was it a combination of the love of mystery games and a love for ocean animals? I would love to have more storyline and choices to see where they go next.
The idea of making the game about a job interview is very unique and relatable as many of the players have experienced going through the interview process for jobs or internships. In the game, getting the job is pretty straight forward as everyone knows you have to lie a little bit and kiss up to the employers to get the job. Once I did one run through of getting the job, I went back to see the funny failed endings from giving back responses to the questions.
In this game I had multiple failed attempts at bonding with dragons that led to different deaths. Restarting the game each time, I was able to make different decisions to explore different areas and survive long enough to find and bond with the goofy white snow dragon! I thought this game was really fun and it is very engaging to let the players make their own choices for how the story will play out.
I find your use of texture really interesting, especially on the walls that the character starts in. It makes you think about the purpose of the rooms themselves and what king of building you might be in. The furniture resembles a house, although some of the walls might make you think otherwise. Leaving the house to find the skybox as a galaxy is a really cool surprise. The details of the moving grass and the crashed ship are really nice touches that create more of a narrative for the setting and reason why you're there.

